I'm using a homebrewed system and a challenging science fiction environment (not originally designed for table RPGs but for story writing and as a construction project of people) with a group of friends for a while and they are ready to leave the starting space. station. So, the first space battle is getting closer and closer, but I do not know if my ideas on how to fight in space are useful or not.
The decor is very difficult, science fiction has many millions of years in the future. Therefore, although the technology is very advanced (torch, antimatter, handheld weapons, nanotechnology, genetic engineering, transhumanism), no -fi technologies (FTL readers, teleportation, useful force fields, …) exist . It has worked well so far, but the players have not yet come into contact with really advanced military equipment, such as a spaceship.
The challenging nature of the sci-fi scenery means that space combat is an extremely automated process involving a mind-boggling dance of probability and vector computation, coupled with deception and elaborate bluffs. Evasive maneuvers, firing solutions, and tactical decisions must be calculated, developed, and redone in nanoseconds. This obviously means that human intervention in space combat will be minimal.
So, I thought that if players could not make tactical decisions, win battles for strategic reasons and good preparation would be the way forward. If a normal fight appears to play Fortnite, my space fight would be similar to dota Autochess or Laugh out loudTFT mode: you make strategic decisions and whether their success is positive or not, you must live (or die) with the results. I would describe the strategic options of the players and tell them, as an AI of the spaceship, the probability of success, critical success, failure and critical failure. Thus, the space combat would be very narrative, unlike the usual dice, intensive combat.
It should be noted that in the absence of usable energy shields and spacecraft shielding, the negative consequences would be either the vaporization of the part in a nuclear explosion, overheating and thus the loss of the combat effectiveness of the ship or the loss of a resource or essential component training, ejection mass, ammunition, …) making the victory extremely improbable. This means that fights in space will always involve very important issues, as there is no fantastic way out of bad situations.
My system generally works by adding up all the statistics of a player on a number of dice that he can throw to launch it. Each die is considered a success if he shows more than one of the top 50% of his eyes. (if D6: 1,2,3 == Failed_Roll; 4,5,6 == Succeeded_Roll) For minor decisions, as what type of loot is found, I use a "Destiny_Roll". I run a D20 and ask the player in question if he wants high or low numbers. The result can be a yes / no or a good / bad answer, depending on the situation.
In space combat, they will receive larger dice bonuses due to the equipment of their ship (the addition of a rifle or a dagger shield will bring extra dice) and of a maintenance status (attrition during the battle will clear the dice if a second round occurs). (They will start with an ultra-slow solar sailboat with no armor and only armed with defensive infrared laser networks in the defense, which is rather a highlight for the spacecraft.) They will then discuss their battle plan with them. IA of the spaceship. where they can use their skills and creative suggestions to earn extra dice. In addition, the ship will have limited resources, namely heat capacity, heat sinks, reaction mass, power, armor and bullets whose rate of use depends on the decisions of the players and the result of rolls of dice. These plans are made before the battle or during idle time. (The villains fired a volley of missiles and it will take an hour before the next end arrives so that the strategy can be adjusted.) The short-term adjustments will be managed via "Destiny_Rolls" and will have little to 39; impact.
The decision of the player would be whether the ship should focus on defense or offensive, how many resources it can use, which weapons to prioritize, how much to keep, and so on. Each of these decisions will give a specific bonus to the game, which will not necessarily be the case. have a flat die bonus (sacrifice dice for guaranteed damage if successful, etc.)
What problems could I encounter with this system?